Collapse Sidebar


This function triggers an event used to track errors and warnings experienced by players.

For example, it could be called to indicate when a function call fails - such as a datastore save or TeleportService/Teleport. See the example below.

Limits of events

Each game server is allowed a certain number of standard events API calls based on the number of players present (more players means more events will be needed).
The events that exceed the limit will be dropped and log an error to the developer console.

  • Per minute limit: 120 + numPlayers * 20, all events shared this limit.
  • Cooldown: refresh every 10 seconds

Limits of parameters

Limit the size of parameters. The event that exceeds the limit will be dropped and log an error to the developer console.

Parameters Maximum Number of Characters
FireLogEvent stackTrace 1000
FireLogEvent message 500
customData Variant 500 after serialized
other string types 50

See also

  • AnalyticsService/FireInGameEconomyEvent, triggers an event used to track player actions pertaining to the in-game economy
  • AnalyticsService/FirePlayerProgressionEvent, triggers an event used to track player progression through the game
  • AnalyticsService/FireCustomEvent, triggers an event used to emit a custom event


Name Type Default Description

The player who triggered the error event, nil if not player related

The specified log level (e.g. Debug, Error)

User defined message

Optional. A dictionary which contains predefined keys including “errorCode” and “stackTrace”. Both keys values are strings. stackTrace is a traceback of the current function call stack

local debugInfo = {
            errorCode = '123',
            stackTrace = debug.traceback()

Optional. User defined data, could be a string, a number or a table


Return Type Summary

No return

Code Samples

Analytics Event - Log

The code sample below demonstrates how to use the `` function to track log events using the AnalyticsService. The example uses the function to report when a TeleportService/Teleport call fails.

local player = game.Players:GetPlayerByUserId(123)
local placeId = greatPlaceId
local TeleportService = game:GetService(“TeleportService”)
local AnalyticsService = game:GetService(“AnalyticsService”)

	TeleportService:Teleport(placeId, player)
end, function(errorMsg)
	local debugInfo = {
		errorCode = 'TeleportFailed',
		stackTrace = debug.traceback() -- the function call stack
		Enum.AnalyticsLogLevel.Error, -- log level
		errorMsg, -- message
		debugInfo, -- optional 
		{ PlayerId = player.UserId, PlaceId = placeId}) -- customData optional